So I attempted to make my first Real homebrew Subclass, and... I definitely feel like it's somewhat overpowered. I love it thematically and mechanically, but I don't know how to balance it. If any of you guys could help me out with this, I'd love to see this subclass come into fruition!
Warrior of the Roots
Connect yourself with the Earth.
Warriors of the Roots share an intimate connection with nature, and the earth as a whole. They allow a physical connection between themselves and the ground, becoming one with nature. As opposed to other Monks, who dart around in acrobatic antics, Warriors of the Roots stand stalwart, pulling foes to them.
Level 3: Rooted Stance
You learn how to stand firm, rooting yourself to the ground, carrying the towering might of a tree. To do this, spend an action on the start of the turn. For as long as you stay in your rooted stance, you gain the following benefits:
Still While rooted, any movement speeds you have are set to zero, and you also automatically fail any acrobatics checks. Enemies also have advantage against you.
Nature Connection Gain advantage on all Nature checks while rooted, as the connection to the earth gives you knowledge of it.
Bonus AC As roots cover areas of your body, they create a natural armor, giving you an AC bonus equal to half your Wisdom modifier, rounded up (minimum of +1).
Prone/Forced Movement Immunity While Rooted, you gain immunity on any rolls to stop you from falling prone, or being forced to move in any way.
To leave Rooted stance, you must spend an action to leave it. All the effects of the stance end as soon as you do.
An enemy can force you out of Rooted Stance with a successful hit, attempting to break your connection. It follows the rules of concentration, needing you to make a Constitution Save to not end this stance. You can also spend 2 Focus Points to pass the check instead. The number of required Focus Points raises by 1 for each time this happens.
Level 3: Rhizome Wrath
While Rooted, you can shoot forth Grasping vines toward enemies, pulling them towards you, while you don’t have to move a foot. As A bonus action or Reaction, you may choose an enemy within 20 Feet. They make a strength saving throw of 8 + Proficiency bonus + Wisdom Modifier. If they fail, they are pulled up to 20 feet toward you.
You are allowed to spend at least one Focus point to leave the enemy restrained when they are pulled to you. They must make a strength saving throw of 8 + Wisdom + Number of Focus Points used each turn, to escape from the grapple.
Level 6: Rooted Overgrowth
Whilst rooted, the ground in a 15 foot circle around you becomes covered in your roots. That area becomes difficult terrain for enemies. You can forgo the effects of the Difficult terrain for your allies. Your roots terrain overrides any other terrain it may overlap with. Also, when someone falls prone within the area, you can move them around, pulling them to you as a reaction immediately, and if you pull them into range, you can make an unarmed strike against them as part of that reaction.
Level 11: Flawless Foundation
While you are in Rooted stance, you can choose to spend 2 Focus Points to Strengthen your connection with the earth. As more roots cover you, gain the following benefits:
Reinforced Body While in this stance, you can spend Focus points to aid yourself. For each Focus Point spent, add 10 temporary HP. All of this Temporary HP disappears as soon as you un-root yourself. Also, while Flawless foundation is active, gain a bonus to Constitution Saving throws equal to half of your Martial Arts die, rounded down.
Improved Resistance Gain a resistance to Bludeoning, Slashing, and Piercing Damage done to you with Nonmagical weapons.
Improved Wrath Double the Range of Rhizome Wrath, and allow it to target a number of creatures equal to your Wisdom Modifier. Also, add +2 to the DC for any strength saving throws you make to pull or restrain enemies using this spell.
Leeching Roots Once per turn, when hitting an enemy with an unarmed strike, deal an extra roll of your Martial Arts Die of your damage type. Also, gain Temporary HP equal to the Number Rolled.
Sense of Earth Gain Tremor Sense within a range of 60 Feet.
After activating Flawless Foundation, it continues for as long as you stay in Rooted stance. However, to leave this Form, instead of only taking an action, you spend your action, Bonus action, and Reaction.
Level 17: Terrible Terraformer
Your Rooted Overgrowth ability grows stronger. It gains the following Benefits:
Reaching Radicles The Range of your Overgrowth increases to 30 Feet.
Dreadful Dificulty In the Overgrowth, the Roots actively try to hinder your foes. One foot of Movement they take costs 4 Feet of their movement. Also, if they fall Prone in the Area, they are automatically pulled 5 feet towards you, and must make a Strength save of 8 + Proficiency + Constitution, or be restrained, and pulled 5 feet toward you.
Subterranian Support Instead of the Negative Effects of the Overgrowth, Allies in the Area receive Advantage on any roll to avoid forced movement, or being knocked prone. Also, the monk can choose to Give the Effects of Steps of The Wind to an Ally within the Area. You still must spend the required Focus Points to do so.
Hunger of Gaia When an enemy dies within your Overgrowth, either:
Gain 2 Focus Points.
OR
Gain 20 Temporary HP. This Temporary HP stacks with other effects of this subclass. Much like the other effects, this Temporary HP disappears once you leave rooted stance.
Thats everything! I also still want to keep it consistent, and maybe lean into turning the character very weak once they up-root themselves, or get up-rooted.
{pfp by ButterknivesDEVO} "In this world, you're either a spud, or a dud."
He/Him
I love hamburger and coca cola and video games and rock music and 80s-90s new wave, and dnd and DELTARUNE and pizza tower and leather jackets and green and keytar and robots and sci fi books and movies and always sunny in philidelphia and bloodhound gang and Devo and wario and bugs and sludge and grease and goblins and rogues and bards and warlocks and monks and saying and
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So I attempted to make my first Real homebrew Subclass, and... I definitely feel like it's somewhat overpowered. I love it thematically and mechanically, but I don't know how to balance it. If any of you guys could help me out with this, I'd love to see this subclass come into fruition!
Warrior of the Roots
Connect yourself with the Earth.
Warriors of the Roots share an intimate connection with nature, and the earth as a whole. They allow a physical connection between themselves and the ground, becoming one with nature. As opposed to other Monks, who dart around in acrobatic antics, Warriors of the Roots stand stalwart, pulling foes to them.
Level 3: Rooted Stance
You learn how to stand firm, rooting yourself to the ground, carrying the towering might of a tree. To do this, spend an action on the start of the turn. For as long as you stay in your rooted stance, you gain the following benefits:
To leave Rooted stance, you must spend an action to leave it. All the effects of the stance end as soon as you do.
An enemy can force you out of Rooted Stance with a successful hit, attempting to break your connection. It follows the rules of concentration, needing you to make a Constitution Save to not end this stance. You can also spend 2 Focus Points to pass the check instead. The number of required Focus Points raises by 1 for each time this happens.
Level 3: Rhizome Wrath
While Rooted, you can shoot forth Grasping vines toward enemies, pulling them towards you, while you don’t have to move a foot. As A bonus action or Reaction, you may choose an enemy within 20 Feet. They make a strength saving throw of 8 + Proficiency bonus + Wisdom Modifier. If they fail, they are pulled up to 20 feet toward you.
You are allowed to spend at least one Focus point to leave the enemy restrained when they are pulled to you. They must make a strength saving throw of 8 + Wisdom + Number of Focus Points used each turn, to escape from the grapple.
Level 6: Rooted Overgrowth
Whilst rooted, the ground in a 15 foot circle around you becomes covered in your roots. That area becomes difficult terrain for enemies. You can forgo the effects of the Difficult terrain for your allies. Your roots terrain overrides any other terrain it may overlap with. Also, when someone falls prone within the area, you can move them around, pulling them to you as a reaction immediately, and if you pull them into range, you can make an unarmed strike against them as part of that reaction.
Level 11: Flawless Foundation
While you are in Rooted stance, you can choose to spend 2 Focus Points to Strengthen your connection with the earth. As more roots cover you, gain the following benefits:
After activating Flawless Foundation, it continues for as long as you stay in Rooted stance. However, to leave this Form, instead of only taking an action, you spend your action, Bonus action, and Reaction.
Level 17: Terrible Terraformer
Your Rooted Overgrowth ability grows stronger. It gains the following Benefits:
OR
Thats everything! I also still want to keep it consistent, and maybe lean into turning the character very weak once they up-root themselves, or get up-rooted.
{pfp by ButterknivesDEVO}
"In this world, you're either a spud, or a dud."
He/Him
I love hamburger and coca cola and video games and rock music and 80s-90s new wave, and dnd and DELTARUNE and pizza tower and leather jackets and green and keytar and robots and sci fi books and movies and always sunny in philidelphia and bloodhound gang and Devo and wario and bugs and sludge and grease and goblins and rogues and bards and warlocks and monks and saying and